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luigiisdead

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About luigiisdead

  • Birthday 10/01/1993

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  1. i made this some time ago. I had the intention of fixing it and making longer, and make sound less crappy, but never got around to it since mario paint is a bitch to use with my old mouse.
  2. doesn't work for me either. I think my eyes are broken
  3. For posting this as a meme with no references or anything other than telling them i was making it viral on their forum. here is the pic: It's big and i can't resize it but yeah. This was done out of boredom last night.
  4. was makin a texture when i discovered some docs. i rewrote them in my own words here: https://sites.google.com/site/dodongoscavern/ocarina-of-time-build-info/texture-formats-info-etc NOTE: this does not apply to people using texture packs, it applies to those who actually change the games textures permanently. (this may be useful for making nice textures without consuming memory if you plan on putting your game on console) not really all that important, but it's there anyways.
  5. ahhh shit, i hate to double post but i think this should clarify the NiFF stuff i mentioned earlier: https://sites.google.com/site/dodongoscavern/ocarina-of-time-build-info/niff-1-0-niff-2-0
  6. So far, i managed to do a very buggy and unstable mod. I managed to load Bongo Bongo in sutaru using the most ass-backwards method i could think of. rathen than doing it the old fashioned simple way, i did it the long and challenging way, after taking the time to read about asm hacking (finally) i managed to get bongo bongo to load without changing the map's actor. instead, i went into dark link's file, repointed a couple bytes, a few for dlists, a few to tell the game to load BB, and after about 4-5 hours of re-extracting DL from a clean rom after messing up multiple time, i started seeing where i was messing up and that's when i got it working. Now, to be honest, it sucks. the framerate drops to an almost unplayable speed, BB looks super glitchy, the map flickers, and the miniboss music starts. At least i know i did something right when everything got loaded. now it's just a matter of fixing some dlist issues, fucked up ai probelms (upon loading bongo bongo falls through the floor and he hands fade away.) so, all that needs fixing, but since i'm no feeling 100% right now, i'm hold off the project for a few days to get better and to rest my brain. I feel that i owe spinout some sort of credit since his hacks got me into this. credit goes to spinout for all the asm work, since if it wasn't for him, i wouldn't even be here. Thanks spinout.
  7. aw crap. well, it was an effort. too bad we can't use it. oohhh, i think this is just info on stuff like light settings or something. Probably no good for modding, but for development it's worth noting anyways. [OffTopic] spinout which is better between c, c++, and python? i've learned a bit about c++ while making my emulator which has been halted for a while. i'm using eclipse to do it since when i install visual (insert programming language) i can never find it, even though i found it in xp. T-T windows 7, why do you have 2 confuze meh? [edit] @ Spinout the NIFF thing is the file format nintendo uses hence the name Nintendo intermediate File Format. It basically contains the zscene, zmap, objects, actors, scripts, light settings, headers, textures, regional video formats, and other stuff. I think that maybe if i were to write a NiFF file for OoT, i could possibly rewrite scene files with it, extract them with a hex editor (mostly the header in my case, i found some neat stuff while messing with it) and possibly import the new scene. But, that's just a theory that i have yet to test out first. I also made a 64DD ROM image using a normal n64 ROM. it swaps the boot loader and whatnot to what the DD uses, but i can't really prove anything about that until i can either get a dev 64DD or an emulator for the DD. I'm also looking into this, to see if i may be able to mess with the display on certain maps by messing with the gamma settings and dither settings. I noticed something that may be worth testing and noting, if 0x000001C is the offset where the scene's display settings are, then maybe we could make use of colored lighting and whatnot. Probably not real important stuff, and i may not be accurate on this, but so far this is what i've come up with.
  8. it's official, no homebrew stuff. there are tools for dumping 64dd stuff, i know it looks like giberish, but i'm lookng more into it. It believe it or not, i downloaded it from emoparadise dot me. Another tool that comes with the sdk is a neat texture tool allowing you to 4 or 16 bit textures, and the sdk's readme even has a link to an official n64 compiler. more info coming as soon as i wake up more
  9. idk, just never thought of it, but i will do that soon
  10. zscene Header u32 scene_header_tag u32 scene_header_size u32 scene_size u32 scene_cfg u32 scene_name_index u32 scene_obj_link_num u32 scene_env_link_num u32 scene_cam_link_num u32 scene_light_link_num u32 nintendo_extension_block_size u32 user_extension_block_size i discovered this from the info file when i opened it in the NIFF editor. from what i know, the tool says NIFF is Nintendo Intermediate File Format, and shows what makes up the whole scene header. u32 scene_obj_link_index(0) ... u32 scene_obj_link_index(scene_obj_link_num - 1) u32 scene_env_link_index(0) ... u32 scene_env_link_index(scene_env_link_num - 1) u32 scene_cam_link_index(0) ... u32 scene_cam_link_index(scene_cam_link_num - 1) u32 scene_light_link_index(0) ... u32 scene_light_link_index(scene_light_link_num - 1) NintendoExtensionBlock UserExtensionBlock Scene Area Memory Map u32 scene_header_tag Tag indicating scene header. Set the following flag. TAG_SCENE_HEADER 0x00010000 u32 scene_header_size Size of SceneHeader u32 scene_size Size of SceneList u32 scene_cfg Setting of drawing a whole scene. The following flags are currently defined. SCENE_CFG_VIDEO_NTSC 0x00000000 SCENE_CFG_VIDEO_PAL 0x00000001 SCENE_CFG_VIDEO_MPAL 0x00000002 SCENE_CFG_GAMMA 0x00000004 SCENE_CFG_DITHER 0x00000008 SCENE_CFG_DIVOT 0x00000010 Setting VI for converting scene to N64 data. SCENE_CFG_VIDEO_NTSC:Pre-view by NTSC environment. SCENE_CFG_VIDEO_PAL:Pre-view by PAL environment. SCENE_CFG_VIDEO_MPAL: Pre-view by MPAL environment. SCENE_CFG_GAMMA:Enable GAMMA correction. SCENE_CFG_DITHER:Enable to use Dither filter. SCENE_CFG_DIVOT:Enable Divot. SCENE_CFG_VIDEO_*Flag should be defined one by one. SCENE_CFG_GAMMA, SCENE_CFG_DITHER and SCENE_CFG_DIVOT can be set simultaneously. For example, when all of flags are used by the NTSC environment, set the following: SCENE_CFG_VIDEO_NTSC | SCENE_CFG_GAMMA | SCENE_CFG_DITHER | SCENE_CFG_DIVOT = 0x0000001c u32 scene_name_index Index number of scene name in NameList u32 scene_obj_link_num Total number of Obj nodes linking directly from Scene node. u32 scene_env_link_num Total number of Env nodes linking directly from Scene node. u32 scene_cam_link_num Total number of Cam nodes linking directly from Scene node. u32 scene_light_link_num Total number of Light nodes linking directly from Scene node. u32 nintendo_extension_block_size If extension data is created on the Nintendo 64 side, the extension data is stored in NintendoExtensionBlock. Specify the block size. Set the following flag if extension data is not used (default). NINTENDO_EXT_BLOCK_NONE 0x00000000 u32 user_extension_block_size If extension data is created on the user side, the extension data is stored in UserExtensionBlock. Specify the block size. Set the following flag if extension data is not used. USER_EXT_BLOCK_NONE 0x00000000 u32 scene_obj_link_index Index number of Obj node linked directly from Scene node. u32 scene_env_link_index Index number of Env node linked directly from Scene node. u32 scene_cam_link_index Index number of Cam node linked directly from Scene node. u32 scene_light_link_index Index number of Light node linked directly from Scene node. NintendoExtensionBlock If extension data is created by NINTENDO, the extension data is stored in NintendoExtensionBlock. UserExtensionBlock If extension data is created on the user side, the extension data is stored in UserExtensionBlock. Copied this from the scene structure window in the help file. Could you guys use this? i can post more when i discover more about the's game's structure. from the looks of it, i think zeth would like like this, he could add rooms to ura without replacing anything. but so far, i have yet to acctually use the tools other than for looking at zscenes with it. once i get them figured out, i'll post more info. Just think about. we may never need to use hex editors for OoT hacking ever again. i feel proud of myself for finding this. just doing some editing where i may have typed wrong, or messed up.
  11. heheheh, well i just found the tool to use to achieve this goal without ever needing to use a hex editor, Uot, or anything. there are some tools i downloaded that let me do this job easier. sdk's are nice aren't they? goes to show what happens when you take off google's safe seach and type n64 dev... i love googleEDIT just realized it makes map, scene, textures, and creates DD ROMs.a couple of things are confusing like the NIFF tool. it creates zscenes, and allows you to load n64 rom images like .n64, .v64, and .z64. it reconizes the debug rom, so i may be able to do this... i know this sound like total bs, but if you don't believe me,i'll post screenshots as proof. i wonder if spinout would be interested in this?
  12. so far, i was up until 3:00 am working on my new side project. Making OoT Multiplayer. I watched videos on it and got interested in it, and so far, when cendamos made his with splitscreen, it never got finished. i want to finish it, but i'm in the wicked early stages of the project, since i'm doing it somewhat differently. I'm using Sutaru as the test map, and right now i'm coding everything within the map's file. I was able to add variables for actors not located in the map, since i plan on messing with spinout's custom actor(i want to select characters other than link). Other than me and sanuinetti's mod, this will be the second biggest thing i've ever done. i'm reading r4000 asm, SIG rsp docs, and other various things. So far what i've done is rewrite the entire map header, thanks to a tutorial on glitchkill, and i think it's good, at least for now. i'm adding and repointing variables at the end of the map, and as soon as i insert spinout's custom actor, i'll link the actors to it as variables. very much easier said than done. I'm a noob hacker, but when i look at what i've done so far on this, i'd say that i'm getting rather good at it. in the end what i plan on having in OoT is 10 playable maps including the forest temple, (probably rip the map, make it one big map), the map that i used to start this whole thing, dodongo's cavern, (same method as forest temple) and the rest will be all homemade. I know it sounds too good to be true, and it probably is, but i'm going to try it regardless. Anyways, to start the project, i managed to load link twice, so there is two. i'm trying to figure out how to link the other to the second controller, but i need to do a few more things first, one being to lock the camera above the map so everything can be viewed for easier testing. I hope to finally create the thing everyone has waited i think 3/4 years for: ToZ: OoT MP Yeah, coding in a map sounds weird, but so far i've had a bit of success with player 2 as a redead, i did use part of the old multiplayer mod on spinout's playable redead, but right now it's glitchy, but so far i have it so the players can kill each other too. as for the header, i seen how sutaru's header was lacking a few things i needed, so i started by rewriting the shadow temple boss map's header in sutaru, then i started modifying it when i seen it was larger than sutaru's header. i just erased the old header and paste inserted the new header, partially use flotonic's adding actor/groups tutorial to an exent so i could load actors in ram rather than what's loaded in the map. works almost like a gameshark, but not quite. one last note: i know i could use a patch to do this, but i want to try it myself, with the split screen cen was able to do, add a score system, be able to choose between characters such as young and old link, stalfos, lizalfos, and for now, dinolfos. It's a huge task for me, and i'm taking it head on.
  13. I have no idea if this was posted before, but i'll be adding actor variables that are not on the actor list. When i come across one, i'll add it. BETA ReDead (Standing, needs Lens of Truth to see) Actor: 0090 Group: 0098 Variable: 0103
  14. i want to learn how to make a new title screen image. i've seen it done enough times that i want to try it.
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